Revision 120: - changed update system to Simple Mod Updater Revision 119: - fixed several issues when loaded as a client Revision 118: - [Hotline Miami D1] updated navmesh patches Revision 117: - [Boiling Point] remade old fix of r1 properly - [Hotline Miami D1] remade old fix of r1 properly - added workarounds for several jiggly physics issues Revision 116: - [The White House] reworked fix of r111 Revision 115: - [Big Bank] fixed jiggly bus escape Revision 114: - [Border Crossing] fixed navigation issues leading to guards stuck at Culebras building in Mexico - [Border Crossing] disabled killzone of first part after a while Revision 113: - [Border Crossing] (most probably) fixed explosives for tunnel entrance disarmed with no one around Revision 112: - [Border Crossing] fixed navigation with some stairs in plane hangars - [Shadow Raid] updated navigation changes - [The Biker Heist D2] removed obsolete fixes Revision 111: - [The White House] fixed guard near landpad that can be killed by physics hiccups - updated reader of FSS's settings Revision 110: - [White Xmas] fixed sandwich loot drop areas not disabled when helicopter leaves Revision 109: - fixed guards stuck because of unreachable/cancelled noise alerts Revision 108: - [Slaughterhouse] fixed accessibility to the top of a container Revision 107: - fixed more cases of stuck guards (than done in r99) Revision 106: - [Transport Train] fixed half-baked fix - reworked fix for _optimize_path() - reworked _chk_shortcut_pos_to_pos() - added a tool to compute long paths in one shot (and give a chance to streamline the whole thing, used by Keepers & co) Revision 105: - [Transport Train] updated r1's navigation patches - [Transport Train] fixed access to vaults opened during stealth - added swedish translation by TheBreakingBenny Revision 104: - [Alaskan Deal] removed r63's fix for boat access - added an extended _chk_shortcut_pos_to_pos(), see https://youtu.be/gD9MXBdA29g Revision 103: - [Car Shop] removed r89's fix for ECM Revision 102: - [Shadow Raid] removed r15's fix for collision with a ladder (fixed in U180) - [Shadow Raid] updated navigation patches to U180 Revision 101: - fixed CivilianLogicTravel._optimize_path() so hostages don't walk through floors (prevent some cases of flying too), see https://youtu.be/FMhbwqYkUDE Revision 100: - changed priority for a compatibility issue with Please Go There Revision 99: - fixed some cases of stuck guards Revision 98: - updated to U176 Revision 97: - improved detection of choke points Revision 96: - [The Biker Heist D2] fixed another blocked path, again Revision 95: - [Big Bank] fixed guards stuck in inner area Revision 94: - added compatibility stuff for FSS Revision 93: - finetuned proxy finding threshold Revision 92: - [Aftershock] let civilians reach flee points - fixed a rare crash involving navlinks having negative delays (can be found at least on Aftershock) Revision 91: - [Firestarter D3] made sure that AI can always enter the vault - [Jewelry Store] added navigation between a cop car and a parked car - [The Biker Heist D2] fixed another blocked path Revision 90: - fixed/improved path streamlining (changes visible mainly in stealth) Revision 89: - [Car Shop] fixed computer bricked by ECM Revision 88: - [Bank Heist: X] made sure that AI can always enter the vault Revision 87: - [Safe House Raid] fixed spawn of civilian heister after a player has left Revision 86: - added thai translation by NewPJzuza Revision 85: - added code to prevent asking again and again blocked/impossible coarse paths Revision 84: - added code to improve cop movement (it's a gameplay change so this can only be enabled through FSS's option menu) Revision 83: - [Reservoir Dogs D1] fixed navigation when a fence locker is shot open Revision 82: - fixed a crash when a bot follows a player who's instantly sent in jail Revision 81: - added a generic workaround for navlinks not properly erased (meaning no more cops going through planked windows on Reservoir Dogs and a few other funny things) Revision 80: - [Brooklyn Bank] fixed navigation in the sewers entrance Revision 79: - [Diamond Store] fixed door between security room and store when opened by AI Revision 78: - [Big Oil D2] fixed AI access to computer room of 1st floor if opened with a drill or a keycard Revision 77: - [Green Bridge] forced truck to contain only types of loot able to trigger drop zones from http://steamcommunity.com/app/218620/discussions/14/135514287302619401#c135514507318007216 Revision 76: - [Beneath The Mountain] fixed a wrong room id from r71 update Revision 75: - [Big Bank] fixed positioning after entering the vault through thermite hole (and before fence door is opened) Revision 74: - [Diamond Heist] unnoticeable polish Revision 73: - [Diamond Heist] restored portal definitions that were removed in a recent game update, which disabled all Iter's optimizations Revision 72: - [The Diamond] added opening by explosion case for front door - [The Diamond] removed r53's fix for glitched hiding place in war room (fixed in U167) - [Watchdogs D1] removed r19's fix for broken bridge (fixed in U167) Revision 71: - [Beneath The Mountain] fixed AI access to 2 entrance control rooms - [Golden Grin Casino] make vault accessible to bots in stealth - [The Diamond] fixed blocker and kick script of the front door Revision 70: - [Watchdogs D1] forgot to update 2 doors between modified segments causing streamliner to crash Revision 69: - [Transport Train] fixed navigation when warehouse's doors are open with c4 or a saw - [Transport Train] decreased use interval for a lot of navlinks Revision 68: - [Watchdogs D1] fixed navigation around (random) police car right in front of truck (spawn) - removed an obsolete mechanism (r41's stuff not needed since r51) Revision 67: - [Diamond Heist] fixed crash when relocating a glass object while playing as a client Revision 66: - [Diamond Heist] cleaned up plenty of things, grabbed a few more fps Revision 65: - [Diamond Heist] more additions to portals Revision 64: - [Diamond Heist] optimized (gained around 15 fps) Revision 63: - [Alaskan Deal] fixed AI navigation for boat access (prow side) Revision 62: - [Safe House Raid] a collision element was wrongly removed in stairs leading to armory Revision 61: - fixed another issue with non-modded hosts Revision 60: - changed how Iter's specific data are sent to clients to prevent compatibility issues with non-modded clients Revision 59: - fix of r58 was quite bad, redone properly Revision 58: - fixed some crashes when host doesn't use Iter Revision 57: - improved use of alternative path when a navlink is congested - [The Biker Heist D2] fixed several blocked paths, also decreased interval for navlink use Revision 56: - [Safe House Raid] optimized (removed +3000 useless units, gained 30 fps) Revision 55: - levels having a night version would not get their specific modifications applied in night mode Revision 54: - [Escape: Garage] fixed navigation when some doors are opened with a saw Revision 53: - [Art Gallery] extended friendly AI navigation so they can enter/exit entrance hall when front doors are closed - [Go Bank] fixed a glitched hiding place in Jimbo's - [The Diamond] fixed a glitched hiding place in war room Revision 52: - added a generic workaround for a vanilla bug leading to a crash when trying to spawn an effect without a position Revision 51: - improved further algorithm for coarse paths Revision 50: - [Hotline Miami D1] removed ability to evade from cops by going to specific (and numerous) hiding places in motel rooms, now cops will ALWAYS find you Revision 49: - added code to prevent multiple mod loading Revision 48: - [Birth of Sky] fixed access to roof of gas station Revision 47: - [Rats D2] AI can now use the wooden bridge between buildings Revision 46: - even more absolutely essential BLT2 integration Revision 45: - more absolutely essential BLT2 integration Revision 44: - BLT2 Revision 43: - added code so pathfinding failures don't break special objectives loop (meaning for example no stuck guards on Murky Station's underground level) Revision 42: - increased change in altitude thresholds Revision 41: - prefer paths with no change in altitude Revision 40: - fixed a crash when no coarse path exists Revision 39: - fix of r38 properly done Revision 38: - fixed a crash occuring when trying to read a simplified path that is too short Revision 37: - fixed a crash related to walk actions not having a simplified path - fixed path cancellation when coarse path is modified on the fly - fixed final orientation (objective's specification could be ignored) Revision 36: - added new feature for bots and jokers: they won't stop moving when changing navigation segment before: https://youtu.be/nd1S1b8FgrI after: https://youtu.be/Qzk9Lm2FPqY Revision 35: - [Goat Simulator D1] fixed navigation so AI can enter the truck (when it's under a bridge) Revision 34: - [The Biker Heist D1] fixed navigation around the bunker entrance - granted jokers the right to "path ahead" - reworked the follow system so new data is appended to coarse path - follower's path is reevaluated: cut in and outs off, look at segments' neighbours for shortcuts before: https://youtu.be/8IAOXzo3IoA after: https://youtu.be/GdmicEU58Ko Revision 33: - prevent Winters and his minions to go out of formation Revision 32: - reworked AI conditions to stop advancing when they follow Revision 31: - added generic workaround to pass specific broken cases original: https://youtu.be/YhIIAGrfAfc modded: https://youtu.be/7exv-K6bUGg Revision 30: - [Shadow Raid] fixed stuck guards in the warehouse (different issue than the one fixed by r15) Revision 29: - [First World Bank] fixed inaccessible destination for the insider when opening the left gate Revision 28: - added a check to prevent a crash when no doors/links are available Revision 27: - fixed issues leading to bots standing on the same position - reworked proxy finder (=> better streamlining) Revision 26: - [Panic Room] fixed multiple navigation problems due to door blockers 5 cm too high Revision 25: - [Alesso] fixed 12 navlinks (11 in the main hall) - [Stealing Xmas] fixed 4 navlinks - improved path streamlining with choke point proxies - reworked contiguity check code Revision 24: - fixed JSON errors Revision 23: - [Aftershock] added a navlink so AI can directly go out of the rail car facing the exit way original: https://youtu.be/34LFau8oUeU and https://youtu.be/sKPB_l2VHko modded: https://youtu.be/0X95vCgrgds - [Aftershock] replaced 2 navlinks by a navmesh extension to reach a room near the exit point Revision 22: - [Firestarter D1] added navigation fix of segment 24 when there is no wall - [Firestarter D1] added navigation fix of segment 108/109 when padlock is shot - fixed a potential cover reservation not released Revision 21: - fixed a too restrictive check (introduced in r20) Revision 20: - enhanced streamlining for some very specific cases - fixed cover position when waiting availability of a congested navlink Revision 19: - [Cook Off] fixed a crash when joining a game whose host hasn't the roof extension enabled - [Watchdogs D1] fixed an issue with AI unable to jump the bridge in both ways Revision 18: - fixed a bug to determine the best aligned door between 2 segments Revision 17: - [Alesso] removed 2 useless area triggers - [Panic Room] fixed second toothbrush drop area - [Panic Room] better performance Revision 16: - [Stealing Xmas] updated navfix to U130 Revision 15: - [Shadow Raid] fixed stuck guards in the warehouse - [Shadow Raid] fixed a collision with a ladder near the docks Revision 14: - [Santa's Workshop] fixed stairs (r1's claim was wrong) Revision 13: - improved slightly the path streamliner Revision 12: - [Scarface Mansion] fixed navigation issues involving the crashed cadillac Revision 11: - more tuning to give priority to paths without navlinks Revision 10: - [Goat Simulator D1] fixed an issue where the presence of a white truck was preventing AI to pass - reworked how AIs are waiting their turn for a busy navlink (ladders, etc) Revision 9: - fixed an oversight that disabled a part of the streamliner - fine tuned some thresholds related to congestion Revision 8: - fixed a major issue that broke civilians, Keepers, MIC & PGT Revision 7: - added load sharing for navlinks Revision 6: - added description to options menu's items Revision 5: - introduced a new way of handling congestion for navlinks Revision 4: - [Stealing Xmas] fixed addition that handled segment neighbours wrongly - improved some parts of the path calculation - disabled congestion handling Revision 3: - fixed mod.txt Revision 2: - make an AI wait for a bit before letting it use an alternate path when all navlinks are busy Revision 1: - [Aftershock] added access to the 4 ladders leading to the bridge - [Boiling Point] fixed issue with blown up wall on the left - [Cook Off] added roof access to the bots - [Hotline Miami D1] fixed multiple issues with segments going underground - [Rats D1] added roof access to the bots - [Santa's Workshop] fixed issue with some stairs (edit: nope, it was not) - [Stealing Xmas] added access to the backroom of the shoe store - [Transport Train] fixed accessibility in the entrance of TF-WAGON 1 which is close to TF-WAGON 2 - replaced the vanilla optimistic coarse pathing by a flood approach - added path streamliner